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; eComInt_Standard,
; eComInt_AboveAverage,
; eComInt_Gifted,
; eComInt_Genius,
; eComInt_Savant,
; You can have more than one line here. The chain will trigger for soldier class that has not met the barracks limit defined in `Limit`
+RescueClasses = (ClassName = "CWCR_Tinkerer", Limit = 2, MinComInt = eComInt_Gifted)
+RescueClasses = (ClassName = "Keeper", Limit = 2, MinComInt = eComInt_Gifted)
What is this option?
Does that makes those classes always PSI capable?
And…the biggest reason..,somehow ended up with your Reaper with fan fire as a squaddie perk, Remote start as a first choice. On Gate Crasher. It was four trees of terror for Advent when I finally got to the Promotion screen ( almost every OP perk just in difference places on your tree) but would’ve been too much. I had Prof Reaper, Knoxx Reaper, and Recruitable Reapers active.
Odd, because I did try these last campaign w/o issue so I’m not sure what config I *didn’t do* to result in the above. Bummer man. The Tinkerer, Assault, and Reaper would go well with my setup ( I use a lot of classes).
After having promoted a tikerer and an alchemist, the two soldiers were asking to be bonded, but the bounding command was disabled for the tinkerer (but enabled for the alchemist, so I could bound them anyway). I feel like there could be a missing line bCanHaveBound = true for the tinkerer (and the assault) in the XComClassData file (but haven't tested it properly so far ; and with my pretty extensive modlist, the strangest incompatibilities are not to be excluded).
Also, when receiving a reaper, I remarked he could equip a pistol even though he shouldn't (and I really don't know why).
If I find anything else when playing, do you want me continue to comment here - and kinda spam the comment section (or prefer discussing elsewhere ? Or even not at all, if I'm just being bothering x'D)
I might have found a small bug too when playtesting for my future campaign : it seems that the alchemist can always equip a pistol in his pistol slot, even when he shouldn't. I have compared the ini files with the alchemist mod and the line that should remove the initial pistol (-ADD_SLOT=(SOLDIER_CLASS="RustyAlchemist", WEAPON_CAT="pistol", ALLOW_EMPTY=true)) hasn't the same format as the one in the alchemist file (which contains a lot more blank spaces). I remember having read somewhere it could lead to not being taken into account so I tried to copy the exact line in my personnal config tweaks and then it worked as intended (no problems for me anymore, but I figured you might want to know about it)
I might have found a typo in the XComClassData, in the RangerSidearm deck : the line "(AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_Pistol)" doesn't end with ", //".
+WeaponCategorySets=(WeaponCategorySetName=NewMelee, WeaponCategories=(wristblade, shield, sword, combatknife)
+WeaponCategorySets=(WeaponCategorySetName=sawedoff, WeaponCategories=(sawedoffshotgun)
+WeaponCategorySets=(WeaponCategorySetName=knife, WeaponCategories=(combatknife, sword)
+WeaponCategorySets=(WeaponCategorySetName=Holotargeter, WeaponCategories=(holotargeter)
+WeaponCategorySets=(WeaponCategorySetName=Arcthrower, WeaponCategories=(arcthrower)